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godotengine
GitHub Repository: godotengine/godot
Path: blob/master/servers/rendering/instance_uniforms.cpp
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/**************************************************************************/
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/* instance_uniforms.cpp */
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/**************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/**************************************************************************/
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/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/**************************************************************************/
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#include "instance_uniforms.h"
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#include "rendering_server_globals.h"
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void InstanceUniforms::free(RID p_self) {
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ERR_FAIL_COND(p_self.is_null());
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if (is_allocated()) {
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RSG::material_storage->global_shader_parameters_instance_free(p_self);
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_location = -1;
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}
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_invalidate_items();
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}
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void InstanceUniforms::materials_start() {
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_invalidate_items();
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}
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void InstanceUniforms::materials_append(RID p_material) {
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ERR_FAIL_COND(p_material.is_null());
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List<RendererMaterialStorage::InstanceShaderParam> params;
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RSG::material_storage->material_get_instance_shader_parameters(p_material, &params);
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for (const RendererMaterialStorage::InstanceShaderParam &srcp : params) {
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StringName name = srcp.info.name;
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if (Item *ptr = _parameters.getptr(name); ptr) {
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if (!ptr->is_valid()) {
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_init_param(*ptr, srcp);
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} else if (ptr->index != srcp.index) {
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WARN_PRINT("More than one material in instance export the same instance shader uniform '" + srcp.info.name +
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"', but they do it with different indices. Only the first one (in order) will display correctly.");
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} else if (ptr->info.type != srcp.info.type) {
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WARN_PRINT("More than one material in instance export the same instance shader uniform '" + srcp.info.name +
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"', but they do it with different data types. Only the first one (in order) will display correctly.");
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}
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} else {
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Item i;
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_init_param(i, srcp);
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_parameters[name] = i;
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}
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}
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}
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bool InstanceUniforms::materials_finish(RID p_self) {
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ERR_FAIL_COND_V(p_self.is_null(), false);
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if (_parameters.is_empty()) {
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if (is_allocated()) {
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free(p_self);
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return true;
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}
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return false;
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}
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const bool should_alloc = !is_allocated();
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if (should_alloc) {
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_location = RSG::material_storage->global_shader_parameters_instance_allocate(p_self);
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}
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for (KeyValue<StringName, Item> &kv : _parameters) {
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Item &i = kv.value;
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if (i.is_valid()) {
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RSG::material_storage->global_shader_parameters_instance_update(p_self, i.index, i.value, i.flags);
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}
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}
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return should_alloc;
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}
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Variant InstanceUniforms::get(const StringName &p_name) const {
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if (const Item *ptr = _parameters.getptr(p_name); ptr) {
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return ptr->value;
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}
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return Variant();
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}
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void InstanceUniforms::set(RID p_self, const StringName &p_name, const Variant &p_value) {
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ERR_FAIL_COND(p_self.is_null());
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ERR_FAIL_COND(p_value.get_type() == Variant::OBJECT);
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if (Item *ptr = _parameters.getptr(p_name); ptr) {
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ptr->value = p_value;
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if (ptr->is_valid()) {
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RSG::material_storage->global_shader_parameters_instance_update(p_self, ptr->index, ptr->value, ptr->flags);
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}
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} else {
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Item i; // Initialize in materials_finish.
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i.value = p_value;
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_parameters[p_name] = i;
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}
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}
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Variant InstanceUniforms::get_default(const StringName &p_name) const {
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if (const Item *ptr = _parameters.getptr(p_name); ptr) {
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return ptr->default_value;
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}
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return Variant();
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}
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void InstanceUniforms::get_property_list(List<PropertyInfo> &r_parameters) const {
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Vector<StringName> names;
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// Invalid items won't be saved, but will remain in memory in case of shader compilation failure.
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for (const KeyValue<StringName, Item> &kv : _parameters) {
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if (kv.value.is_valid()) {
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names.push_back(kv.key);
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}
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}
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names.sort_custom<StringName::AlphCompare>();
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for (const StringName &n : names) {
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PropertyInfo pinfo = _parameters[n].info;
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r_parameters.push_back(pinfo);
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}
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}
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void InstanceUniforms::_init_param(Item &r_item, const RendererMaterialStorage::InstanceShaderParam &p_param) const {
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r_item.index = p_param.index;
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r_item.flags = 0;
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r_item.info = p_param.info;
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r_item.default_value = p_param.default_value;
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if (r_item.default_value.get_type() == Variant::NIL) {
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Callable::CallError cerr;
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Variant::construct(r_item.info.type, r_item.default_value, nullptr, 0, cerr);
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}
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if (r_item.value.get_type() == Variant::NIL) {
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r_item.value = r_item.default_value;
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}
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if (r_item.info.hint == PROPERTY_HINT_FLAGS) {
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// HACK: Detect boolean flags count and prevent overhead.
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switch (r_item.info.hint_string.length()) {
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case 3: // "x,y"
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r_item.flags = 1;
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break;
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case 5: // "x,y,z"
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r_item.flags = 2;
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break;
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case 7: // "x,y,z,w"
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r_item.flags = 3;
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break;
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}
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}
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}
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void InstanceUniforms::_invalidate_items() {
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for (KeyValue<StringName, Item> &kv : _parameters) {
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kv.value.index = -1;
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}
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}
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